Post Short Single Player Tips Here

If you have a very thin, one-tile strip of land with huge lumps of land on either side, build a town on it so your ships don't have to go all the way around.

A Panama or Suez canal.
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The AI always (in my experience) moves a settler companied with another (fighting) unit.
The settler will sometimes wait for that unit in the early game. It's an easy kill and criplles the AI big time at the start of a game.
 
This would be a nice mod for an updated version:

1) Ability to build canals
2) Also the ability to bridge nearby islands

Within limits, of course. You couldn't have bridges and canals spanning the ocean and entire continent.
 
This would be a nice mod for an updated version:

1) Ability to build canals
2) Also the ability to bridge nearby islands

Within limits, of course. You couldn't have bridges and canals spanning the ocean and entire continent.
Hoooo hooo hoooooooo my friend.
Building canals should be limited UNLESS you're Dutch.
 
Yes, the U.S. built The Panama Canal after the French gave up! ;)

My Tip:
In the Ancient Times/Middle Ages, use ships in a chain to move settlers/workers/units across the world, incorporating canals as you go!

The ship-chain will be your substitute for a railroad!:)
 
Sometimes when there is an island 1 tile away, I fortify a ship between the island and the mainland. And move the units across it, like a bridge.
 
Sometimes when there is an island 1 tile away, I fortify a ship between the island and the mainland. And move the units across it, like a bridge.

A better way would be to keep the boat inside a city, load the units in there, and then land them on the other island. With that, you can effectively do it in 1 turn, instead of 2.
 
A better way would be to keep the boat inside a city, load the units in there, and then land them on the other island. With that, you can effectively do it in 1 turn, instead of 2.

and depending on the ship's speed, you can go to any island within a square radius.

Galley-2 mv max
Caravel-3 mv max
Galleon-4 mv max
Transport-5 mv max (I think Transports move 5 spaces instead of 6 i dont remember but it could be 4 mv max too)
 
I have a bad habit of starting a Pre-build but then forgetting all about it until it is too late. :eek:

Now, when I start a pre-build, I wake a defender in that city and every turn, I have to deal with that guy until the tech is ready for the actual build.

So...I need training wheels :lol::lol::lol:
 
Another way of managing prebuilds is to temporarily rename the city. Thus, for a while you can have "Paris LEONARDOS" as your capital.

Or you can take notes every turn. This especially helps when micromanaging; when you cycle through each city that completes a build at the beginning of each turn, for example, you can quick jot down what you want to build there next, or if you want to mm for more food, or whatever. Handy, that.
 
I have a bad habit of starting a Pre-build but then forgetting all about it until it is too late. :eek:

Now, when I start a pre-build, I wake a defender in that city and every turn, I have to deal with that guy until the tech is ready for the actual build.

So...I need training wheels :lol::lol::lol:
Don't feel bad, darski. I had to learn to leave one unfortified unit on top of stacks of units fortified in my territory. Otherwise, I'd forget they were there! Pretty much the same thing.
 
When you attack, bring settlers with you. When you raze an emeny city place your settler in the Ai cities former location.Oh yeah and dont just raze a city. Install a governor, then right click the city and abandon it. The AI wont get mader.
-No resitance
-less corruption
-The AI put terrain improvements already
 
Install a governor, then right click the city and abandon it.

There are 2 problems with this:
#1 If the AI has caused any unhappiness due to pop-rushing or drafting, then that unhappiness will be transfered to your nearest city. Do this with a couple of cities, and you might end up with a city with dozens of unhappiness effect from drafting and pop-rushing, that lasts till effectively the end of the game.

#2 Also, abandoning the city doesn't generate any slaves for you. But razing will give you a chance to capture slaves, the bigger the city, the more slaves.

So if you plan to raze, just raze.
 
I tried pasting the minimal alert window in several different areas on the screen. After ignoring too many alerts, I finally settled on a vertically stretched alert screen right down the center of the screen. Annoying perhaps, but now I have to deal with the alert box each turn, so my eyes don't miss an important alert anymore.
 
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